#include "sv_controlpoint.qh" .bool iscaptured; bool cpicon_send(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_CONTROLPOINT_ICON); if(sf & CPSF_SETUP) sf &= ~CPSF_STATUS; WriteByte(MSG_ENTITY, sf); if(sf & CPSF_SETUP) { WriteVector(MSG_ENTITY, this.origin); WriteByte(MSG_ENTITY, GetResource(this, RES_HEALTH)); WriteByte(MSG_ENTITY, this.max_health); WriteByte(MSG_ENTITY, this.count); WriteByte(MSG_ENTITY, this.team); WriteByte(MSG_ENTITY, this.owner.iscaptured); } if(sf & CPSF_STATUS) { WriteByte(MSG_ENTITY, this.team); if(GetResource(this, RES_HEALTH) <= 0) WriteByte(MSG_ENTITY, 0); else WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255)); } return true; } void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc) { Net_LinkEntity(e, true, 0, cpicon_send); setthink(e, spawnproc); e.nextthink = time + sys_frametime; }